I don’t seem to be able to find a way to acquire the global coordinate system rotate it and perform the rest of the functions based on the new coordinate system. I can find ways to create a local coordinate system and transform some elements based on the new cs but what if I want tens of nodes to be performed based on that.
To be more specific, I am using the FamilyFacing.Orientation vector of windows in order to create a number of points. The points have their X, Y coordinates which are based on the global cs. But if the chosen window has a different orientation the former X, Y format of the coordinates no longer applies. Should I rotate the global CS accordingly? Is there another way I should approach it?